Despite launching with considerable promise and initial success, Diablo IV appears to be grappling with significant operational challenges in its ongoing development. Former Blizzard President Mike Ybarra recently shared his candid perspective on the game’s current state via social media, sparking further discussion among the community.
A major point of concern has been the recent announcement confirming that the next expansion for the action RPG has been postponed until 2026. This directly contradicts the earlier commitment from the development team regarding annual downloadable content releases, which is crucial for maintaining player engagement in the live service ARPG genre. Compounded by what has been described as a generally unenthusiastic reception to the game’s recent seasonal content, the situation has prompted commentary from figures like Ybarra.
Reflecting on these factors, Ybarra admitted on Twitter that he currently struggles to “see a clear future direction for the ‘Diablo’ series.” This sentiment is amplified by the increasingly competitive landscape within the genre, with highly anticipated titles such as “Path of Exile 2” and the already well-received “Last Epoch” presenting strong alternatives for ARPG players. The evolving market adds pressure on Diablo IV to not only retain its player base but also demonstrate a compelling vision for its long-term growth.

According to Steam platform data: while the player peak surpassed 55,000 during the release of the "Hatred Body" expansion, it has struggled to exceed 20,000 since December. As of this writing, the peak number of online players in the past 24 hours was only 5,942 (though many players are likely still logging in via the Battle.net client).

Former president Ibarra identified three significant issues contributing to the game’s challenges. He specifically pointed to the hurried release of seasonal content, frustrating delays in crucial balance adjustments, and what he saw as an excessive focus on story-driven downloadable content.
Offering sharp criticism, he remarked that the development seemed rushed simply to meet internal performance indicators (KPIs). This resulted in a problematic seasonal cycle where a new season would launch, only for the development team to spend the following two months repeatedly fixing bugs that should have been addressed beforehand. This constant launch-and-patch loop was, in his view, unsustainable and detrimental to player experience.
More fundamentally, Ibarra argued that the team needed to take a step back and genuinely address the core problem: a lack of compelling endgame content. He observed that players were able to optimize their character builds relatively quickly, often within about a week of a new season or update. After this initial phase, their gameplay loop devolved into repeatedly defeating the same powerful bosses hundreds of times solely for the chance of acquiring better gear, with little else substantial to do until the next seasonal content arrived. This repetitive grind, he concluded, was “fundamentally not fun” and failed to retain players’ interest long-term.
Regarding the delay in the planned expansion, the former president offered a pointed suggestion for future development strategy. He proposed cutting back on investments in extensive storyline content. He reasoned that in the context of an Action RPG, narrative experiences are often consumed relatively quickly as one-time playthroughs, making them an exceptionally costly form of content for the return they provide in player engagement. Instead, he advocated for a shift in focus towards introducing elements that offer more sustainable replayability and depth for the endgame. This includes prioritizing the development of new character classes, introducing a wider variety of monster types and encounters, and creating more robust, lasting endgame systems that encourage diverse gameplay beyond simple repetitive boss farming.